Product Designer | Mobile • AR/VR • AI Tools • Games | Systems Design with UI/UX + Visual Roots
I am a product designer specializing in immersive platforms, visual systems, and user-centered design. My recent work focuses on how AI tools, spatial interaction, and thoughtful user experience (UX) can shape the future of creative tools and everyday interfaces.
Independent design practice focused on mobile product design, immersive UX, and AI-enhanced tools. Worked with startups and education partners to design and prototype interactive applications across AR/VR and mobile platforms.
Highlights:
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Structured UX flows and visual systems for mobile apps using AI-assisted tools
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Consultant for Chabot College’s Game Lab – led AR/VR prototyping, mentored students, and presented projects at SF Maker Faire and the Stanford XR Hackathon (2023)
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Developing advanced AR prototyping skills through hands-on projects and certification programs.
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Currently enrolled in a Stanford University CS/HCI course on designing human-centered AI products.
Designed cross-platform UI/UX systems for Horizon Worlds, Meta’s VR social platform. Collaborated across internal teams to deliver cohesive visual systems, adaptive interaction flows, and seamless handoff between VR and mobile surfaces.
Highlights:
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Designed end-to-end UI/UX systems for Horizon Worlds, shaping its front-end interface and visual logic
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Developed the iconography system and visual style guide in coordination with Facebook and Oculus teams
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Adapted VR interactions to mobile with “Screen Mode,” using Figma prototypes, flow diagrams, and responsive design patterns
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Partnered with XFN teams across design, engineering, and production to structure scalable pipelines and cross-device consistency
Directed visual strategy for early-stage AR/VR prototypes and pitch products. Collaborated with developers to create cross-platform concepts and presentation materials for investors.
Highlights:
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Led art direction across mobile and VR concepts, guiding junior developers and building visual guidelines
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Created UI flows and design documentation to support product vision and fundraising goals
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Worked closely with programmers to integrate visuals and debug early builds
Directed internal and external art teams across Taipei and the U.S. Delivered multiple VR titles from concept to completion, leading visual development, UI/UX, and cross-functional collaboration across disciplines and locations.
Highlights:
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Art directed Arcade Saga, a first-party 3-in-1 VR game built across three engineering teams; delivered all visual production within a 3-month timeline
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Led concept art and UI/UX design for original IP Super Puzzle Galaxy, collaborating with a small team to deliver on time and vision
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Coordinated with external partners and internal teams for production alignment and review
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Provided feedback and support across additional 3rd-party VR titles in development
Directed visual design and asset production for the original mobile IP Travel Blast, collaborating with internal teams and international vendors to maintain visual consistency and delivery quality.
Highlights:
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Built visual style guides and led daily art reviews with the internal team
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Coordinated asset pipelines with two vendors and two large outsourcing teams in Eastern Europe
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Defined and aligned the overall art direction for a mobile puzzle game, from early concepts through production